I just felt like I might have messed up playing with a reduced number of rival civs. By the time I really got in a position to to strike they were already massively extended and seemingly invincible. I've started a new game as Germany though, it seems to be going alright but it feels extremely imposing. I've conquered and wiped out the British and Japanese by about 1025 AD, but i've just now gotten to Middle Ages and the thought of there being up to 28 other civs out there seems like a daunting task. I hope there's enough time to take care of them all.
More than anything I'm looking forward to the Industrial Era for all the shiny World War-era toys.
I don't know if it's so much "feedback" as me being a huge noob . Here's my current situation, do you think i've made poor progress in the time passed?
I don't know if it's so much "feedback" as me being a huge noob . Here's my current situation, do you think i've made poor progress in the time passed?
Well obviously you can't expand by Settlement any faster than your Settlers are autoproduced, so the only way to expand your borders significantly in the early game is to attack your neighbouring Civs, and capture their towns/knock them off the board -- which you've done
You could/should probably have explored your coasts a bit further, though: remember, the more AI-Civs you meet, the more potential trade-partners you have -- and while Lux-resource acquisition/ trading is less important in CCM than in the epic game (because the Lux-Happiness effect doesn't get multiplied by Markets), you might still want a few of them, and also any Strat-res that you're missing (e.g. I can see Iron in your screenie, but no Horses or Elephants). Regarding tech-trading, even if you don't want (or can't afford) to buy techs from the AIs, the more Civs you've met who have a tech you don't, the cheaper it becomes for you to research that tech yourself.
Also, your native Workers will be insufficient to improve your tiles as fast as your cities can grow, so you'll need a lot of Slaves to help improve your land: your Enslavers should therefore be busy gobbling up any foreign low-D units (including the AI's Enslavers!) that stray near your borders. I don't know when you built your Slaver's Hut and Worker-Houses improvements in your game, but the earlier you do this, the better: you get the autoproduced Enslavers and Apprentices so 'rarely', that you should start producing them as soon as possible. Have you read CommandoBob's 'CCM 101' article? Per his advice, I make these two SWs either the first or second builds in my capital and second city, respectively (Worker-Houses also give vet-units, so that avoids having to build a Barracks in Town2).
Not to but here's a screenie from my current CCM1.8-game-in-progress, as the Romans/Italians, on a Huge Emp-level map with all 31 Civs, at 1100 AD (the nearest timepoint to yours for which I have a save):
SpoilerMy game :
This game was somewhat compromised by the game-engine placing the spawn-points of 2 AI-Civs (Carthage and Ottomans) directly adjacent to mine, which forced some of my town-placement -- starting with Rome! -- to be less than optimal (e.g. I would rather have moved 1 tile to the S/E before founding Rome). The Mountainous, Jungle-y terrain has also slowed my town-growth, despite my enSlaving everything in sight. But despite that, as you can see, even though I have not expanded much further than you have, I have explored a lot further, and met 12 other Civs so far (clockwise along the coast from Rome: India, Greece, Mongols, Germany, Japan, Korea, Spain, Netherlands, [Carthage], Austria-Hungary [landlocked], Israel, Ottomans, Carthage).
When the screenshot was taken, I had already destroyed the Ottomans, was at war with Austria-Hungary (now also destroyed), and had reduced Carthage to one city, but their last -- or respawned? -- Settler made it south of Israel before founding that one, and it was/is too far away for me to have been able to finish them off completely (I have played to 1695 AD so far, and it's still there!). Since the end of the Austrian war, I have mostly enjoyed peace with my neighbours -- apart from the Mongols, who DoW'd after I refused a tribute-demand -- while chopping down the Jungle and improving the productivity of all my towns. I am currently stockpiling units on my north- and southeastern borders, initially to fight off Mongol incursions, now in preparation for rolling over India and Israel....
Just downloaded this mod and started playing. Looks like fun. While downloading I got an error message that one file was corrupt. This one--->\art\city screen\BACKGROUND-rgb.pcx Not sure if it's going to cause a problem as I continue or not. Just FYI.
Just downloaded this mod and started playing. Looks like fun. While downloading I got an error message that one file was corrupt. This one--->\art\city screen\BACKGROUND-rgb.pcx Not sure if it's going to cause a problem as I continue or not. Just FYI.
Glutius Max, this file is not needed to ply CCM (1). I was allowed to use Anthony Boscia´s great city screen graphics and the city screen\BACKGROUND-rgb.pcx - file was a working file that he used to create the city screen interface. You can delete that file without any problems.
Glutius Max, this file is not needed to ply CCM (1). I was allowed to use Anthony Boscia´s great city screen graphics and the city screen\BACKGROUND-rgb.pcx - file was a working file that he used to create the city screen interface. You can delete that file without any problems.
Good to know. Thanks for the info. Fun mod. At first I wasn't so sure I liked the invisible units but now I see it adds a new element to strategy and tactics that makes it interesting.
Good to know. Thanks for the info. Fun mod. At first I wasn't so sure I liked the invisible units but now I see it adds a new element to strategy and tactics that makes it interesting.
I also like the civ specific upgrades later in the game. One question though. If I switched from democracy to fascism or communism to built barracks in more cities so I had more places to upgrade at would they become obsolete again if I switched back to democracy after building them?
I also like the civ specific upgrades later in the game. One question though. If I switched from democracy to fascism or communism to built barracks in more cities so I had more places to upgrade at would they become obsolete again if I switched back to democracy after building them?
Buildings under a certain government do go obsolete when changing to another, but they come back in effect when switching back to the first gov from my tests. Certain things do continue to carry over regardless though. One of them is maintenance costs, although that is not a problem in CCM. Happiness to all cities do seem to carry over IIRC, but not local happiness. I had to do extensive looking at this for my Nelthelrinae mod since I use alot of gov-specific buildings.
Buildings under a certain government do go obsolete when changing to another, but they come back in effect when switching back to the first gov from my tests. Certain things do continue to carry over regardless though. One of them is maintenance costs, although that is not a problem in CCM. Happiness to all cities do seem to carry over IIRC, but not local happiness. I had to do extensive looking at this for my Nelthelrinae mod since I use alot of gov-specific buildings.
I guess if I can get railroads researched soon and create a network to my cities that have upgrade abilities I might not need to worry about it so much. I'll see if I can do that before my uppity neighbors try to gang up on me. I already had a close call where I couldn't get enough upgraded units to my outer cities fast enough and lost one.
Vojvoda, one more time thank you very much for your kind words about CCM.
We are very busy to finish CCM2 and I hope, that it can come to the public before christmas. I receive big help by many prominent modders from CFC and the German Civforum.de and I´m especially positive astonished about the great help and creative ideas of some of the very experienced succession players of CFC that are also in our betatest team. I attache a screenshot of the items of the betatest-forum and you can see there are topics with many (in some cases about 200 replies). One of the current focuses is to strengthen the AI civs in the second half of the game and of course the civilopedia.I also restarted the work on the CCM-Worldmap, but it seems the worlmap will be a case for 2018.
A short update information about the non public betatest of CCM2:
Now 3 of the 4 map sizes (in the red box of the screenshot) are tested and even the game on the 160 x 160 map with 16 civs gave a demanding gameplay. The range of aircraft and ships was adapted to fit even on the smaller maps and the interturn times on the 160 x 160 map are nearly not any longer noticeable on my pc.
The work to strenghten the AI in the late game seems to show fruits. Now many Great Wonders of era 1, that are available for every civ, autoproduce additional settlers. As with the playstyle of many players in difficulty level Monarch and above, most of these GWs are built by AI civs, the AI civs here gain additional power that is useful for them in the later stages of the game. This was a very good idea by the CCM2 betatesters Jersey Joe and PaGe.
rhodie sent me his great work for improving the CCM2 civilopedia and Takeo made a very good job in controlling the unit civilopedia entries. Now this all must be integrated into CCM2.
These are images from the nonpublic CCM-Intern testforum. Seems at present only the CCM2 betatesters (like me) can see those images. I will change that and repost the images here.
Edit: I hope, now you can see the advisor graphics in my post above, too.
These are images from the nonpublic CCM-Intern testforum. Seems at present only the CCM2 betatesters (like me) can see those images. I will change that and repost the images here.
Edit: I hope, now you can see the advisor graphics in my post above, too.
The new download files for the non public betatest now are available.
The new biqs are adopted to play even on smaller maps, too. Now sea- and oceantrade are enabled and the biqs are limited to the maximum number of civs of the different map sizes. The mechanics behind CCM2 had some reworking, per example the different leader images in the civilopedia now are all running with "Concept-entries". CCM2 also has first adoptions to the upcoming CCM Worldmap, especially in the resource files and thousands of fixes, additions and changes compared to the start of the betatest.
The new testfiles also hold the great work of rhodie and Takeo with the civilopedia.
I hope this is the last upload of testfiles before the upload to the public before christmas.
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